No, I wouldn't want to waste your time. What I could use is a generalized example on what an entry in the template XML should look like, ie <example>Column, sub 1, etc </example>. I can do the rest![]()
I meant to write some documentation when I was using it but got sidetracked by other stuff, sorry. If you get the chance can you write some. It is often best coming from someone new to it, with all their problems using it fresh in their mind.
Which reminds me that we need a modders documentation thread. So I can find the spawn XML definitions easily.![]()
Seconded, we REALLY need a doco for the new XML.
Koshling: Could this tool theoretically be used to parse Units, Civics, and other categories?
PS: if someone has a free moment(or day), would it be possible to make a template for ALL entries in the schemas for buildings, techs, terrain, Units, and Gameinfos? I am planning to make a C2C reference for the team, and the general community, and keep it regularily updated with the SVN.
I meant to write some documentation when I was using it but got sidetracked by other stuff, sorry. If you get the chance can you write some. It is often best coming from someone new to it, with all their problems using it fresh in their mind.
Which reminds me that we need a modders documentation thread. So I can find the spawn XML definitions easily.![]()
Tar Refinery: +1
Tech: Pottery
Requires Oil or Good (Tar)
+10% to build wooden ships, +20% to build Paved Roads / Expressway
Ancient people used tar (aka bitumen) to waterproof ships, houses, baskets, or other items and as mortar in masonry.
I could not find tags for it. All I could find was <DomainProductionModifiers> which i can give to all sea units OR <UnitClassProductionModifiers> which I can give to individual units. Which is way too many to give. Or there is <UnitCombatFreeExperiences> which can give free XP to wooden ship.There needs to be something like <UnitCombatProductionModifiers> but I could not find one. So I am giving it the <DomainProductionModifiers> at least.
Slacker, I went through and gave each wooden ship 20% with prime timber.![]()
OK, so with assembly line and coal in the vicinity I can build shale plants whenever I please since it's no longer a unique Japanese thing. It costs as much as a coal plant, has zero building unhealthiness gives a whopping six free hammers provides power AND gives you oil products way before you know refining or combustion. I can't honestly see why I would want to build any other type of power plant with this baby in my city.
I suggest shale plant requiring coal and stone in the vicinity and the tech Refining. Also halve the hammer bonus.
I agree climat that espionage is problematic to say the least.
It's broken from my point of view. And as long as it and Culture remain skewed then the Game sliders are still broken and Players like 45* will never use the last 2 sliders and keep the science cranked to 100% no matter how much Gold gets hosed. Or Maintenance gets added, and then Gold will finally "bust" like it did in AND because of being Over Restricted. Since the core problem is still there. Espionage and Culture must be fixed before Gold and Maintenance can be fine tuned.
I still hav'nt built an Assassin's Den since the -was added. I just station Dog units in my cities and at various choke points with a strong melee unit to kill the assassin. Dog spots him Melee then kills him. And I don't have cities in the -:espionage range either. Cause I don't build the - ones. But it's set up that the AI Will use the - ones to it's detriment. Players report that they can "See" into every AI city. It's because they don't build the - stuff, the AI does so the Players Ratio to the AI is vastly superior and they (the AI) is exposed to the players better usage and Ratio of Esp.
All the -Espionage stuff needs removed and rethought out. Espionage is a ratio between how much I'm willing to invest in it vs how much the AI will Invest in it. And adding "negatives" is the wrong track. Keeping Esp buildings and units uniform/affordable in cost will then let the AI decide how much of the Slider to use to strengthen it's position compared to it's neighbors (player and other AI's alike). More Slider used stronger the esp gets Above The Base range.
JosEPh
I agree climat that espionage is problematic to say the least.
It's broken from my point of view. And as long as it and Culture remain skewed then the Game sliders are still broken and Players like 45* will never use the last 2 sliders and keep the science cranked to 100% no matter how much Gold gets hosed. Or Maintenance gets added, and then Gold will finally "bust" like it did in AND because of being Over Restricted. Since the core problem is still there. Espionage and Culture must be fixed before Gold and Maintenance can be fine tuned.
JosEPh